#====================================##COMMUNICATION#Security level: GammaIn the future, humanity is pressed from all sides by Xenos, Heretics, Mutants, and Ruinous powers. In the chaotic decay of the remnants of the corrupt galactic empire a shaft of light penetrates the murk in the form of the Empire of Mankind.

From our homeworld of Terra we bring forth Light, Truth, and Justice to the dark void of the aether.

The might in space of the Empire, His Divine Navy, seeks recruits to hold back the forces that threaten us as a species.Together we will bring the beacon of progress back to the reaches of space and stand shoulder to shoulder facing the future.

What are the advantages of joining? -Cohesive set of tactics-Access to Imperial Navy Ship designs (i.e. some way of pooling/sharing our ship designs)-Support from other members of the navy in terms of intelligence/firepower-A chance to purge the alien, heretic, and mutant from the face of the Aether.

End transmission#====================================#

Ship designs are to be based on one overriding tenent:-Pragmatism

This means everything should be stripped down to absolutely maximise:-Speed-Power output-Robustness under attack-Weapons output

This Navy is intended to take my favourite elements from the 40k universe but take it in it's own direction. I love the BFG (Battlefleet Gothic) designs, and intend to take elements from them.

RECRUITMENT:Recruitment on an enthusiasm basis and dependent on levels of commitment to gothic over-the-topness in design

Spoiler

We're aiming for this:

Benefits of being part of the Navy:-Training-Access to ship designs-Access to hilariously over the top fleet engagements to be organized with other groups-Adventures into the darkest regions of space-Exploration of derelict spacehulks-Lots of combat!

Still under development, but it should end up being a decent all rounder ideal for blockade running, rogue trading, and fleet support.

Further along the line would be promotion to captain, I'm currently developing the Witch Burner class Heavy frigate to go with that role.

<100m ships

Spoiler

Fighter: ~20m-Used as interceptors against bombers and anti-capital torpedoes, sacrifice armour almost completely for extreme speed/maneuverability. Don't have enough firepower to do significant damage against larger targets. Require a carrier/fleet action to be effective.

Bombers: ~20-50m-Used for precision strikes against capital ships. Require a carrier. Larger and balanced towards heavier armour/lower maneuverability. Carry a few defense turrets to keep fighters off but require fighter support to be effective. Used to get in close to capital ships and knock out critical systems with missiles/plasma weapons

Anti swarm Corvettes: 50-70m-Anti fighter/bomber hunters. Not as fast or maneuverable but packing lots of fast tracking turrets for knocking out fighters and bombers

Anti-capital Corvettes: 50-70m-Highly maneuverable with high speed, low armour. Pack a small number of accurate powerful weapons for knocking out capital ship systems, but fast enough to avoid their heavy weapons. Minimal armour on the basis that if you take a hit from a capital ship weapon you're going to be dead in a vette.

Torpedo/Missile Boat500m-High speed, relatively low maneuverability ship-Low armour-Packs super capital level missiles/torpedoes, but can't launch many at once. Also has lower reserves.-Used in packs as part of fleet actions, hunting and killing beleaguered capital ships, or mobbing lone capital ships.-Rely on numbers and speed rather than armour-weapon rely's on range to avoid capital weapons-Used in squadrons in conjunction with capital ships to distract enemy capitals and soften up targets for main ships guns, also used to pursue fleeing capitals

Ion/Laser sniper boat500m-similar to torpedo boats, but with longer range, slower reload times. Used to snipe Other escort vessels at stand-off distances-Mounting energy or kinetic weapons rather than missiles, so less ability to pinpoint systems at range, but better range.-Less speed/maneuverability than torpedo boats as more power required for weapons systems.-Would work in small squads of around 3 hiding in systems powered (to avoid sensor detection) down until targets are in range, then crippling/damaging them to allow Torpedo boats/capital ships to move in for the kill

Assault Boat500m-Carries boarding parties, can be used to either grapple directly with or launch boarding craft/torpedoes teleport parties onto enemy ships of escort size and above-Sacrifices almost all weaponry apart from some anti-fighter/bomber turrets for heavy armour and high speed.

Strike Carrier1000m (overlaps with level 1 capital ships, but also lacks obvious offense.-Less speedy than most escorts.-Carries a small fleet of bombers/fighters. E.g. 8 bombers, or 16 fighters of some combo swapping out 1 bomber for two fighters.-Lightly armed/armoured, all offense in ships carried-Would work in groups of 3 carrying mix of fighters and bombers.-Would be used as escorts for vulnerable ships or in conjuction with other escort ships.-Could be used to bulk out numbers of small ships in a fleet action, or act as escorts for capital ships.

Level 1 capital ships1km to 3km

Spoiler

FrigateAround 1500m-Variety of weaponry/configurations-Can be used as a larger/heavier torpedo boat

Destroyeraround 3km-Frigate/escort hunter-Configurable for variety of roles-Can be used as a larger/heavier torpedo boat

Medium Carrier3km-Carries large number of fighters/bombers-lightly armed/armoured otherwise. Reliant on fleet support

Level 2 capitals - cruisers3-5km

Spoiler

Cruiser3km-Can be configured with variety of armaments/armour including -fighter bays -torpedo launchers-Meshes well with large fleet operations, or in small battlegroups with other cruisers and some escort ships-Mainstay of the fleet

Battle Cruiser4km-Very Heavy weaponry set-Sacrifices armour for higher speed, more power diverted to weaponry-Absolute epitome of the navy High speed, high power weaponry-Good at acting independently or with small numbers of escort ships e.g. sniper frigates or torpedo boats

Battle Ship5-7km-Extremely large ships, heavily armed and armoured.-Configurable to high speed, heavy armour and heavy weapons.-Tend to sacrifice maneuverability.-Vulnerable without fleet support from escorts.

Super-Carrier5-7km-Can carry huge numbers of fighters and bombers-Low maneuverability and vulnerable without fleet support

Dreadnought7km+-Vast super-capital ship-Carries super-heavy long range weaponry.-Only takes part in truly huge fleet engagements.-Requires large support fleets to operate effectively

I would like to point out that this is in NO WAY associated with 40k, bar the totally obvious stealing of the name (because it's awesome). If you read the OP carefully it does point out that there is no Emperor. I would also like to point out it's not allied with the forces of darkness either.

It'd be much more of an anarchist federation. But I love the title, so it's staying.

Hmmm as suspected anyone interested in the game at this stage also had intentions of their own and visualizes themselves commanding equally large and majesterial fleets.

Well, I can offer you pretend hats and awesome titles, which is more than anyone else seems to be doing. I also excel at Hyperbole.

Also, you'll find the the Divine Fleet will attack everyone and everything not allied to it, with extreme prejudiceYou have been warned!(this is all assuming some sort of multiplayer ever gets implemented....)

Any dissenters will be thrown from the airlock to hurtle through the void locked in a soundless scream for all eternity.

Aside from the empty threats and boasting (until the game has multiplayer).What do people think about the ship classes outlined?

I would like to point out that this is in NO WAY associated with 40k, bar the totally obvious stealing of the name (because it's awesome). If you read the OP carefully it does point out that there is no Emperor. I would also like to point out it's not allied with the forces of darkness either.

It'd be much more of an anarchist federation. But I love the title, so it's staying.

So you say. I'll still be on the lookout for overly-fancy "I" logos, and defacing your ships with graffiti of eight-pointed stars.

I would like to point out that this is in NO WAY associated with 40k, bar the totally obvious stealing of the name (because it's awesome). If you read the OP carefully it does point out that there is no Emperor. I would also like to point out it's not allied with the forces of darkness either.

It'd be much more of an anarchist federation. But I love the title, so it's staying.

So you say. I'll still be on the lookout for overly-fancy "I" logos, and defacing your ships with eight-pointed stars.

Damn, you've got me! I was planning on covering everything with giant Baroque "I"'s, skulls, aquilas, etc. Not Chaos though. Never been a fan of the ruinous powers personally. Just love the Battlefleet Gothic shit.

I think I'm going to develop it as a faction with a lot borrowed from 40k, but a generally more progressive feel. The main thing which bothers me about 40k is the lack of technical progress. I really struggle believing in that (as an Engineering Student).

So lots of similar institutions and craziness, but technological progress, no preceding dark age of technology or anything.

The Divine Navy will still be on the burning edge of technology, just with Gothic Ornamentation and a bit of religious fervour/superstition thrown in.

sounds like a good idea.i'd join up, but i have two questions.1) if i am the Grand 17th admiral of the majestic obliterator fleet of the 1st emperors glory task force, can i essentially do what i want? within reason of course. i suppose i'm asking if i can attack enemies when i want, and only have to form up with a fleet in the face of a large enemy. ( this is my evochron mercernary clan's operating idea. do what you want, just dont start any wars.)2) do you accept contractors who will do things that you would rather not do yourself, such as attack a colony to raise prices of unobtanium so you can earn money from your stockpile?these contractors would naturally work for you as long as the money is good, but wont really owe you loyalty.